Clever Conjurer
Untapping a permanent as a sorcery is a strange axis to build a repeatable ability around: the sorcery clause slams shut the instant-speed window where an untapper earns its keep, so there is no ambushing with a vigilance-less body, no untapping a mana rock in response, no responding to a tap-down. What is left runs entirely on your own turn. Untap a land or a mana rock for a rounded-out ramp step, or untap a creature with a tap ability to fire it a second time before combat. The clause naming itself keeps the loop from folding in on the Conjurer's own untap, forcing the value outward onto a partner. The Mage Hand flavor name (a nod to the tabletop cantrip) is doing more work than the effect, which lands somewhere near Kiora's Follower stripped of its instant speed but sat on a sturdier 2/3 frame. That extra point of toughness matters more than it looks: it survives an early trade and holds a blocking assignment while the untap engine hums along, whereas the 2/2 folds to any spot of chip damage. This is a build-around common that asks for a specific companion (something worth untapping every turn) and offers nothing without one, a Gnome Wizard tuned for grindy, engine-heavy games rather than a proactive curve.

